L L4D2node

CChoreoActor::MarkForSaveAll

0x00b9cf80 · 90 bytes · __thiscall

_ZN12CChoreoActor14MarkForSaveAllEb

Decompiled

undefined (2 params)

/* CChoreoActor::MarkForSaveAll(bool) */

void __thiscall CChoreoActor::MarkForSaveAll(CChoreoActor *this,bool param_1)

{
  int iVar1;
  CChoreoChannel *this_00;
  int iVar2;
  
  iVar2 = 0;
  iVar1 = *(int *)(this + 0x10c);
  this[0x115] = (CChoreoActor)param_1;
  if (0 < iVar1) {
    do {
      if (iVar2 < *(int *)(this + 0x10c)) {
        this_00 = *(CChoreoChannel **)(*(int *)(this + 0x100) + iVar2 * 4);
      }
      else {
        this_00 = (CChoreoChannel *)0x0;
      }
      iVar2 = iVar2 + 1;
      CChoreoChannel::MarkForSaveAll(this_00,param_1);
    } while (iVar2 != iVar1);
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)